All Classes and Interfaces
Class
Description
Describes the alignment with which a text should be displayed.
Immutable angle in degrees, in the range between 0° and 360°.
2D sprite animation that shows a number of images in sequence.
Describes an audio clip that has been loaded by the renderer.
Immutable three-dimensional box with float precision.
The application "canvas" defines how the renderer should display graphics
for the current screen size and resolution.
Circle that is defined by its center point and a radius.
Represents a color built out of red, green, and blue components.
Stage node that does not provide any graphics, but can instead be used to
add additional graphics as children.
Simple data structure for representing (X, Y) coordinates with integer
precision.
Simple demo application that displays a number of animated Mario sprites on
top of a black background.
Simple demo application for 3D graphics that shows a checkerboard floor and
a number of models randomly walking around.
Demo application that displays isometric "pseudo-3D" or "2.5D" graphics
using the 2D renderer.
Launches one of the demo applications from the command line.
Effects are short-lived sub-scenes that can be defined in a declarative
style.
Used when the renderer encounters an error.
Describes a TrueType or FreeType font that can be used by the renderer
to draw text.
Tracks performance statistics for each frame, then reports on average
performance behavior over time using a sliding window.
Describes the graphics mode that is currently being used by the renderer.
Two-dimensional data structure with linear access time to each cell.
Stage node that does not provide any graphics, but can instead be used to
add additional graphics as children.
Generates application icons for various platforms, based on a PNG image.
Describes image data for an image that has been loaded by the renderer.
Command line tool for various forms of image manipulation that are not
available at runtime due to lack of platform support.
Used to poll the status of the platform's input devices.
Enumerates the keys on a conventional keyboard.
Light source that influences 3D graphics on the stage.
Describes a straight line between two points within a two-dimensional space.
Tracks progress for media files that are loaded by the renderer.
Interface for objects responsible for loading multiple media assets in
bulk.
Indicates an error has occured when loading or processing media, such as
images or audio.
Loads media files such as images or audio in a format that can later be used
by the renderer.
Polygon mesh that can be used to render 3D graphics.
Interface for the platform-specific mechanism for network access.
Displays an image and/or message to inform the user to change their device
orientation.
Uses a particle wipe effect that can be used for screen transitions.
Access to a currently active peer-to-peer connection, which can be obtained
from
Network.Depicts various performance statistics, both in terms of overall performance
and on a frame-by-frame basis.
Immutable point within a two-dimensional space, with its X and Y coordinates
defined with float precision.
Immutable point within a three-dimensional space, with its X, Y, and Z
coordinates defined with float precision.
Represents a pointer device, which can be a mouse, a trackpad, or touch
controls, depending on the current platform and device.
A two-dimensional convex polygon with float precision coordinates.
Draws a graphical primitive to the screen.
Utility class to help with random numbers.
Immutable two-dimensional rectangle with float precision.
Rectangular region with integer coordinates.
Used to configure and launch the renderer, and can also be used to obtain
this configuration at runtime.
The renderer acts as the entry point from the application to the underlying
platform, managing the animation loop, graphics, audio, and input.
Indicates an error that has caused the renderer to terminate the animation
loop.
Determines how the
Canvas should be scaled and zoomed when viewed
on devices with different screen sizes, resolutions, and aspect ratios.Applications are split into *scenes*.
The currently active scene (and its sub-scenes) receive access to the
scene context, which is provided by the renderer via callback
methods.
Controls the scene life cycle, including the life cycle of its attached
sub-scenes.
Line that consists of multiple segments, where each segment is a straight
line but the combination still allows for more complex line shapes.
Shared interface for all two-dimensional shapes.
Shared interface for all three-dimensional shapes.
Simple data structure for representing width and height in integer
precision.
Immutable three-dimensional sphere with float precision.
Displays a loading screen with a progress bar while the renderer is loading
media files asynchronously.
Static or animated image that can be displayed on the stage.
Packs a number of images into a larger image, with each image existing as
a named region.
Loads a sprite atlas based on the libGDX
.atlas file format.Command line tool that generates a sprite atlas from a directory of images.
The stage contains the graphics and audio for the currently active scene.
Shared interface for all 3D graphics that can be added to the stage's
scene graph.
Shared interface for all 3D graphics that can be added to the stage's
scene graph.
Interface that is notified whenever the stage is modified.
Visitor interface that can be used to traverse all nodes currently on the
stage.
Finite state machine that allows a number of possible states, but can
only have one currently active state at any point in time.
Sub-scene that can be used to track swipe gestures for both mouse pointers
and touch controls.
Launcher for the TeaVM version of the demo application.
Transpiles MultimediaLib applications to JavaScript using TeaVM.
Draws text to the screen using the specified TrueType font.
Utility class for time-based behavior.
Defines the list of transformation properties that should be applied
to graphics when displaying them.
Transformation matrix that controls how polygonal 3D graphics are displayed.
Standardized interface for all objects that should be updated every frame
during the animation loop.
A two-dimensional vector expressed using an origin, a direction, and a
magnitude.
Defines how the application window should be displayed on desktop platforms.